oldschool-toontown/toontown/minigame/DistributedRingGame.py

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from panda3d.core import *
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from toontown.toonbase.ToonBaseGlobal import *
from direct.interval.IntervalGlobal import *
from .DistributedMinigame import *
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from direct.distributed.ClockDelta import *
from direct.fsm import ClassicFSM, State
from direct.fsm import State
from direct.task import Task
from . import ArrowKeys
from . import Ring
from . import RingTrack
from . import RingGameGlobals
from . import RingGroup
from . import RingTrackGroups
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from toontown.toonbase import ToontownGlobals
from toontown.toonbase import TTLocalizer
from functools import reduce
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class DistributedRingGame(DistributedMinigame):
UPDATE_ENVIRON_TASK = 'RingGameUpdateEnvironTask'
UPDATE_LOCALTOON_TASK = 'RingGameUpdateLocalToonTask'
UPDATE_RINGS_TASK = 'RingGameUpdateRingsTask'
UPDATE_SHADOWS_TASK = 'RingGameUpdateShadowsTask'
COLLISION_DETECTION_TASK = 'RingGameCollisionDetectionTask'
END_GAME_WAIT_TASK = 'RingGameCollisionDetectionTask'
COLLISION_DETECTION_PRIORITY = 5
UPDATE_SHADOWS_PRIORITY = 47
RT_UNKNOWN = 0
RT_SUCCESS = 1
RT_GROUPSUCCESS = 2
RT_FAILURE = 3
def __init__(self, cr):
DistributedMinigame.__init__(self, cr)
self.gameFSM = ClassicFSM.ClassicFSM('DistributedRingGame', [State.State('off', self.enterOff, self.exitOff, ['swim']), State.State('swim', self.enterSwim, self.exitSwim, ['cleanup']), State.State('cleanup', self.enterCleanup, self.exitCleanup, [])], 'off', 'cleanup')
self.addChildGameFSM(self.gameFSM)
def getTitle(self):
return TTLocalizer.RingGameTitle
def getInstructions(self):
p = self.avIdList.index(self.localAvId)
if self.isSinglePlayer():
text = TTLocalizer.RingGameInstructionsSinglePlayer
else:
text = TTLocalizer.RingGameInstructionsMultiPlayer
return text % RingGameGlobals.ringColors[self.colorIndices[p]][0]
def getMaxDuration(self):
return RingGameGlobals.NUM_RING_GROUPS * self.ringGroupArrivalPeriod + self.T_FIRST_RING_GROUP_ARRIVES + self.GAME_END_DELAY
def defineConstants(self):
self.CAMERA_Y = -15
self.TOON_Y = 0
self.FAR_PLANE_DIST = 150
tScreenCenterToEdge = 1.0
self.TOONXZ_SPEED = RingGameGlobals.MAX_TOONXZ / tScreenCenterToEdge
self.WATER_DEPTH = 35.0
self.ENVIRON_LENGTH = 150.0
self.ENVIRON_START_OFFSET = 20.0
self.TOON_INITIAL_SPACING = 4.0
waterZOffset = 3.0
self.SEA_FLOOR_Z = -self.WATER_DEPTH / 2.0 + waterZOffset
farPlaneDist = self.CAMERA_Y + self.FAR_PLANE_DIST - self.TOON_Y
self.ringGroupArrivalPeriod = 3.0
self.RING_GROUP_SPACING = farPlaneDist / 2.0
self.TOON_SWIM_VEL = self.RING_GROUP_SPACING / self.ringGroupArrivalPeriod
self.T_FIRST_RING_GROUP_ARRIVES = farPlaneDist / self.TOON_SWIM_VEL
self.WATER_COLOR = Vec4(0, 0, 0.6, 1)
self.SHADOW_Z_OFFSET = 0.1
self.Y_VIS_MAX = self.FAR_PLANE_DIST
self.Y_VIS_MIN = self.CAMERA_Y
ringRadius = RingGameGlobals.RING_RADIUS * 1.025
self.RING_RADIUS_SQRD = ringRadius * ringRadius
self.GAME_END_DELAY = 1.0
self.RING_RESPONSE_DELAY = 0.1
self.TOON_LOD = 1000
self.NumRingGroups = 16
def load(self):
self.notify.debug('load')
DistributedMinigame.load(self)
self.defineConstants()
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self.music = base.loader.loadMusic('phase_4/audio/bgm/MG_toontag.ogg')
self.sndAmbience = base.loader.loadSfx('phase_4/audio/sfx/AV_ambient_water.ogg')
self.sndPerfect = base.loader.loadSfx('phase_4/audio/sfx/ring_perfect.ogg')
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loadBase = 'phase_4/models/minigames/'
self.environModel = loader.loadModel(loadBase + 'swimming_game.bam')
self.environModel.setPos(0, self.ENVIRON_LENGTH / 2.0, self.SEA_FLOOR_Z)
self.environModel.flattenMedium()
self.ringModel = loader.loadModel(loadBase + 'swimming_game_ring.bam')
self.ringModel.setTransparency(1)
modelRadius = 4.0
self.ringModel.setScale(RingGameGlobals.RING_RADIUS / modelRadius)
self.ringModel.flattenMedium()
self.dropShadowModel = loader.loadModel('phase_3/models/props/drop_shadow')
self.dropShadowModel.setColor(0, 0, 0, 0.5)
self.dropShadowModel.flattenMedium()
self.toonDropShadows = []
self.ringDropShadows = []
self.__textGen = TextNode('ringGame')
self.__textGen.setFont(ToontownGlobals.getSignFont())
self.__textGen.setAlign(TextNode.ACenter)
def unload(self):
self.notify.debug('unload')
DistributedMinigame.unload(self)
del self.__textGen
del self.toonDropShadows
del self.ringDropShadows
self.dropShadowModel.removeNode()
del self.dropShadowModel
self.environModel.removeNode()
del self.environModel
self.ringModel.removeNode()
del self.ringModel
del self.music
del self.sndAmbience
del self.sndPerfect
self.removeChildGameFSM(self.gameFSM)
del self.gameFSM
def onstage(self):
self.notify.debug('onstage')
DistributedMinigame.onstage(self)
self.arrowKeys = ArrowKeys.ArrowKeys()
toon = base.localAvatar
toon.reparentTo(render)
toon.setAnimState('swim', 1.0)
toon.stopBobSwimTask()
toon.useLOD(self.TOON_LOD)
self.__placeToon(self.localAvId)
toon.dropShadow.hide()
camera.reparentTo(render)
camera.reparentTo(base.localAvatar)
camera.setPosHpr(0, self.CAMERA_Y + self.TOON_Y, 0, 0, 0, 0)
base.camLens.setFov(80)
base.camLens.setFar(self.FAR_PLANE_DIST)
base.setBackgroundColor(self.WATER_COLOR)
self.__fog = Fog('ringGameFog')
if base.wantFog:
self.__fog.setColor(self.WATER_COLOR)
self.__fog.setLinearRange(0.1, self.FAR_PLANE_DIST - 1.0)
render.setFog(self.__fog)
self.environNode = render.attachNewNode('environNode')
self.environBlocks = []
for i in range(0, 2):
instance = self.environModel.instanceUnderNode(self.environNode, 'model')
y = self.ENVIRON_LENGTH * i
instance.setY(y)
self.environBlocks.append(instance)
for j in range(0, 2):
instance = self.environModel.instanceUnderNode(self.environNode, 'blocks')
x = self.ENVIRON_LENGTH * (j + 1)
instance.setY(y)
instance.setX(-x)
self.environBlocks.append(instance)
for j in range(0, 2):
instance = self.environModel.instanceUnderNode(self.environNode, 'blocks')
x = self.ENVIRON_LENGTH * (j + 1)
instance.setY(y)
instance.setX(x)
self.environBlocks.append(instance)
self.ringNode = render.attachNewNode('ringNode')
self.sndTable = {'gotRing': [None] * self.numPlayers,
'missedRing': [None] * self.numPlayers}
for i in range(0, self.numPlayers):
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self.sndTable['gotRing'][i] = base.loader.loadSfx('phase_4/audio/sfx/ring_get.ogg')
self.sndTable['missedRing'][i] = base.loader.loadSfx('phase_4/audio/sfx/ring_miss.ogg')
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self.__addToonDropShadow(self.getAvatar(self.localAvId))
self.__spawnUpdateEnvironTask()
self.__spawnUpdateShadowsTask()
self.__spawnUpdateLocalToonTask()
base.playMusic(self.music, looping=0, volume=0.8)
if None != self.sndAmbience:
base.playSfx(self.sndAmbience, looping=1, volume=0.8)
return
def offstage(self):
self.notify.debug('offstage')
DistributedMinigame.offstage(self)
self.music.stop()
if None != self.sndAmbience:
self.sndAmbience.stop()
self.__killUpdateLocalToonTask()
self.__killUpdateShadowsTask()
self.__killUpdateEnvironTask()
del self.sndTable
self.__removeAllToonDropShadows()
render.clearFog()
base.camLens.setFar(ToontownGlobals.DefaultCameraFar)
base.camLens.setFov(ToontownGlobals.DefaultCameraFov)
base.setBackgroundColor(ToontownGlobals.DefaultBackgroundColor)
self.arrowKeys.destroy()
del self.arrowKeys
for block in self.environBlocks:
del block
self.environNode.removeNode()
del self.environNode
self.ringNode.removeNode()
del self.ringNode
for avId in self.avIdList:
av = self.getAvatar(avId)
if av:
av.dropShadow.show()
av.resetLOD()
av.setAnimState('neutral', 1.0)
return
def handleDisabledAvatar(self, avId):
self.notify.debug('handleDisabledAvatar')
self.notify.debug('avatar ' + str(avId) + ' disabled')
self.__removeToonDropShadow(self.remoteToons[avId])
DistributedMinigame.handleDisabledAvatar(self, avId)
def __genText(self, text):
self.__textGen.setText(text)
return self.__textGen.generate()
def __placeToon(self, avId):
toon = self.getAvatar(avId)
i = self.avIdList.index(avId)
numToons = float(self.numPlayers)
x = i * self.TOON_INITIAL_SPACING
x -= self.TOON_INITIAL_SPACING * (numToons - 1) / 2.0
toon.setPosHpr(x, self.TOON_Y, 0, 0, 0, 0)
def setGameReady(self):
if not self.hasLocalToon:
return
self.notify.debug('setGameReady')
if DistributedMinigame.setGameReady(self):
return
if not self.isSinglePlayer():
base.localAvatar.collisionsOff()
cSphere = CollisionSphere(0.0, 0.0, 0.0, RingGameGlobals.CollisionRadius)
cSphereNode = CollisionNode('RingGameSphere-%s' % self.localAvId)
cSphereNode.addSolid(cSphere)
cSphereNode.setFromCollideMask(RingGameGlobals.CollideMask)
cSphereNode.setIntoCollideMask(BitMask32.allOff())
self.cSphereNodePath = base.localAvatar.attachNewNode(cSphereNode)
self.pusher = CollisionHandlerPusher()
self.pusher.addCollider(self.cSphereNodePath, base.localAvatar)
self.pusher.setHorizontal(0)
self.cTrav = CollisionTraverser('DistributedRingGame')
self.cTrav.addCollider(self.cSphereNodePath, self.pusher)
self.remoteToonCollNPs = {}
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
cSphere = CollisionSphere(0.0, 0.0, 0.0, RingGameGlobals.CollisionRadius)
cSphereNode = CollisionNode('RingGameSphere-%s' % avId)
cSphereNode.addSolid(cSphere)
cSphereNode.setCollideMask(RingGameGlobals.CollideMask)
cSphereNP = toon.attachNewNode(cSphereNode)
self.remoteToonCollNPs[avId] = cSphereNP
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
if toon:
toon.reparentTo(render)
self.__placeToon(avId)
toon.setAnimState('swim', 1.0)
toon.stopBobSwimTask()
toon.useLOD(self.TOON_LOD)
toon.dropShadow.hide()
self.__addToonDropShadow(toon)
toon.startSmooth()
self.remoteToons = {}
for avId in self.remoteAvIdList:
toon = self.getAvatar(avId)
self.remoteToons[avId] = toon
self.__nextRingGroupResultIndex = 0
def setGameStart(self, timestamp):
if not self.hasLocalToon:
return
self.notify.debug('setGameStart')
DistributedMinigame.setGameStart(self, timestamp)
self.gameFSM.request('swim')
def enterOff(self):
self.notify.debug('enterOff')
def exitOff(self):
pass
def enterSwim(self):
self.notify.debug('enterSwim')
self.__ringTimeBase = self.gameStartTime
self.__numRingGroups = RingGameGlobals.NUM_RING_GROUPS
self.__ringGroupsPassed = 0
self.__generateRings()
self.__spawnUpdateRingsTask()
self.__spawnCollisionDetectionTask()
self.__ringTracks = []
self.colorRing = self.ringModel.copyTo(hidden)
self.colorRing.reparentTo(aspect2d)
self.colorRing.setTwoSided(0)
self.colorRing.setPos(1.19, 10, -0.86)
self.colorRing.setScale(0.04)
p = self.avIdList.index(self.localAvId)
self.colorRing.setColor(RingGameGlobals.ringColors[self.colorIndices[p]][1])
self.resultTable = [self.RT_UNKNOWN] * self.__numRingGroups
self.__initTallyDisplay()
def __initTallyDisplay(self):
self.__tallyTextNode = TextNode('tally')
self.__tallyTextNode.setFont(ToontownGlobals.getSignFont())
self.__tallyTextNode.setAlign(TextNode.ACenter)
self.tallyMarkers = [None] * self.__numRingGroups
for i in range(0, self.__numRingGroups):
self.__createTallyMarker(i, self.RT_UNKNOWN)
return
def __destroyTallyDisplay(self):
for i in range(0, self.__numRingGroups):
self.__deleteTallyMarker(i)
del self.tallyMarkers
del self.__tallyTextNode
def __createTallyMarker(self, index, result):
chars = '-OOX'
colors = (Point4(0.8, 0.8, 0.8, 1),
Point4(0, 1, 0, 1),
Point4(1, 1, 0, 1),
Point4(1, 0, 0, 1))
self.__deleteTallyMarker(index)
self.__tallyTextNode.setText(chars[result])
node = self.__tallyTextNode.generate()
tallyText = aspect2d.attachNewNode(node)
tallyText.setColor(colors[result])
tallyText.setScale(0.1)
zOffset = 0
if result == self.RT_UNKNOWN:
zOffset = 0.015
xSpacing = 0.085
tallyText.setPos(-1.0 + xSpacing * index, 0, -.93 + zOffset)
self.tallyMarkers[index] = tallyText
def __deleteTallyMarker(self, index):
marker = self.tallyMarkers[index]
if None != marker:
marker.removeNode()
self.tallyMarkers[index] = None
return
def __updateTallyDisplay(self, index):
self.__createTallyMarker(index, self.resultTable[index])
def __generateRings(self):
self.ringGroups = []
difficultyDistributions = {ToontownGlobals.ToontownCentral: [14, 2, 0],
ToontownGlobals.DonaldsDock: [10, 6, 0],
ToontownGlobals.DaisyGardens: [4, 12, 0],
ToontownGlobals.MinniesMelodyland: [4, 8, 4],
ToontownGlobals.TheBrrrgh: [4, 6, 6],
ToontownGlobals.DonaldsDreamland: [2, 6, 8]}
for distr in list(difficultyDistributions.values()):
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sum = reduce(lambda x, y: x + y, distr)
difficultyPatterns = {ToontownGlobals.ToontownCentral: [[0] * 14 + [1] * 2 + [2] * 0, [0,
0,
0,
0,
0,
0,
0,
1] * 2, [0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
0,
1,
0,
0,
0,
1]],
ToontownGlobals.DonaldsDock: [[0] * 10 + [1] * 6 + [2] * 0, [0,
0,
0,
0,
0,
1,
1,
1] * 2, [0,
0,
0,
1,
0,
0,
1,
1] * 2],
ToontownGlobals.DaisyGardens: [[0] * 4 + [1] * 12 + [2] * 0, [0,
0,
1,
1,
1,
1,
1,
1] * 2, [0,
1,
1,
1,
0,
1,
1,
1] * 2],
ToontownGlobals.MinniesMelodyland: [[0] * 4 + [1] * 8 + [2] * 4,
[0,
0,
1,
1,
1,
1,
2,
2] * 2,
[0,
1,
1,
1,
1,
0,
2,
2] * 2,
[0,
1,
1,
2,
0,
1,
1,
2] * 2,
[0,
1,
2,
1,
0,
1,
2,
1] * 2],
ToontownGlobals.TheBrrrgh: [[0] * 4 + [1] * 6 + [2] * 6,
[0,
0,
1,
1,
1,
2,
2,
2] * 2,
[0,
1,
1,
1,
0,
2,
2,
2] * 2,
[0,
1,
1,
2,
0,
1,
2,
2] * 2,
[0,
1,
2,
1,
0,
1,
2,
2] * 2],
ToontownGlobals.DonaldsDreamland: [[0] * 2 + [1] * 6 + [2] * 8,
[0,
1,
1,
1,
2,
2,
2,
2] * 2,
[0,
1,
1,
2,
2,
1,
2,
2] * 2,
[0,
1,
2,
1,
2,
1,
2,
2] * 2]}
safezone = self.getSafezoneId()
numGroupsPerDifficulty = difficultyDistributions[safezone]
def patternsAreValid(difficultyPatterns = difficultyPatterns, difficultyDistributions = difficultyDistributions):
for sz in list(difficultyPatterns.keys()):
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for pattern in difficultyPatterns[sz]:
for difficulty in [0, 1, 2]:
numGroupsPerDifficulty = difficultyDistributions[sz]
if numGroupsPerDifficulty[difficulty] != pattern.count(difficulty):
print('safezone:', sz)
print('pattern:', pattern)
print('difficulty:', difficulty)
print('expected %s %ss, found %s' % (numGroupsPerDifficulty[difficulty], difficulty, pattern.count(difficulty)))
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return 0
return 1
pattern = self.randomNumGen.choice(difficultyPatterns[self.getSafezoneId()])
for i in range(0, self.__numRingGroups):
numRings = self.numPlayers
trackGroup = RingTrackGroups.getRandomRingTrackGroup(pattern[i], numRings, self.randomNumGen)
ringGroup = RingGroup.RingGroup(trackGroup, self.ringModel, RingGameGlobals.MAX_TOONXZ, self.colorIndices)
for r in range(numRings):
self.__addRingDropShadow(ringGroup.getRing(r))
self.ringGroups.append(ringGroup)
ringGroup.reparentTo(self.ringNode)
firstGroupOffset = self.TOON_Y + self.T_FIRST_RING_GROUP_ARRIVES * self.TOON_SWIM_VEL
ringGroup.setY(i * self.RING_GROUP_SPACING + firstGroupOffset)
def __destroyRings(self):
for group in self.ringGroups:
group.delete()
group.removeNode()
self.__removeAllRingDropShadows()
del self.ringGroups
def __spawnUpdateLocalToonTask(self):
self.__initPosBroadcast()
taskMgr.remove(self.UPDATE_LOCALTOON_TASK)
taskMgr.add(self.__updateLocalToonTask, self.UPDATE_LOCALTOON_TASK)
def __killUpdateLocalToonTask(self):
taskMgr.remove(self.UPDATE_LOCALTOON_TASK)
def __initPosBroadcast(self):
self.__posBroadcastPeriod = 0.2
self.__timeSinceLastPosBroadcast = 0.0
self.__lastPosBroadcast = self.getAvatar(self.localAvId).getPos()
self.__storeStop = 0
lt = self.getAvatar(self.localAvId)
lt.d_clearSmoothing()
lt.sendCurrentPosition()
def __posBroadcast(self, dt):
self.__timeSinceLastPosBroadcast += dt
if self.__timeSinceLastPosBroadcast > self.__posBroadcastPeriod:
self.__timeSinceLastPosBroadcast -= self.__posBroadcastPeriod
self.getAvatar(self.localAvId).cnode.broadcastPosHprFull()
def __updateLocalToonTask(self, task):
dt = globalClock.getDt()
toonPos = self.getAvatar(self.localAvId).getPos()
pos = [toonPos[0], 0, toonPos[2]]
xVel = 0.0
if self.arrowKeys.leftPressed():
xVel -= self.TOONXZ_SPEED
if self.arrowKeys.rightPressed():
xVel += self.TOONXZ_SPEED
pos[0] += xVel * dt
if pos[0] < -RingGameGlobals.MAX_TOONXZ:
pos[0] = -RingGameGlobals.MAX_TOONXZ
if pos[0] > RingGameGlobals.MAX_TOONXZ:
pos[0] = RingGameGlobals.MAX_TOONXZ
zVel = 0.0
if self.arrowKeys.upPressed():
zVel += self.TOONXZ_SPEED
if self.arrowKeys.downPressed():
zVel -= self.TOONXZ_SPEED
pos[2] += zVel * dt
if pos[2] < -RingGameGlobals.MAX_TOONXZ:
pos[2] = -RingGameGlobals.MAX_TOONXZ
if pos[2] > RingGameGlobals.MAX_TOONXZ:
pos[2] = RingGameGlobals.MAX_TOONXZ
self.getAvatar(self.localAvId).setPos(pos[0], self.TOON_Y, pos[2])
if hasattr(self, 'cTrav'):
self.cTrav.traverse(render)
self.__posBroadcast(dt)
return Task.cont
def exitSwim(self):
for track in self.__ringTracks:
track.finish()
del self.__ringTracks
self.colorRing.removeNode()
del self.colorRing
self.__destroyTallyDisplay()
del self.resultTable
taskMgr.remove(self.END_GAME_WAIT_TASK)
self.__killUpdateRingsTask()
self.__killCollisionDetectionTask()
self.__destroyRings()
def enterCleanup(self):
self.notify.debug('enterCleanup')
if not self.isSinglePlayer():
for np in list(self.remoteToonCollNPs.values()):
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np.removeNode()
del self.remoteToonCollNPs
self.cSphereNodePath.removeNode()
del self.cSphereNodePath
del self.pusher
del self.cTrav
base.localAvatar.collisionsOn()
def exitCleanup(self):
pass
def __addDropShadow_INTERNAL(self, object, scale_x, scale_y, scale_z, list):
shadow = self.dropShadowModel.copyTo(render)
shadow.setPos(0, self.CAMERA_Y, -100)
shadow.setScale(scale_x, scale_y, scale_z)
list.append([shadow, object])
def __removeDropShadow_INTERNAL(self, object, list):
for i in range(len(list)):
entry = list[i]
if entry[1] == object:
entry[0].removeNode()
list.pop(i)
return
self.notify.warning('parent object ' + str(object) + ' not found in drop shadow list!')
def __addToonDropShadow(self, object):
self.__addDropShadow_INTERNAL(object, 0.5, 0.5, 0.5, self.toonDropShadows)
def __removeToonDropShadow(self, object):
self.__removeDropShadow_INTERNAL(object, self.toonDropShadows)
def __addRingDropShadow(self, object):
self.__addDropShadow_INTERNAL(object, 1.2, 0.31, 1.0, self.ringDropShadows)
def __removeRingDropShadow(self, object):
self.__removeDropShadow_INTERNAL(object, self.ringDropShadows)
def __removeAllToonDropShadows(self):
for entry in self.toonDropShadows:
entry[0].removeNode()
self.toonDropShadows = []
def __removeAllRingDropShadows(self):
for entry in self.ringDropShadows:
entry[0].removeNode()
self.ringDropShadows = []
def __spawnUpdateShadowsTask(self):
taskMgr.remove(self.UPDATE_SHADOWS_TASK)
taskMgr.add(self.__updateShadowsTask, self.UPDATE_SHADOWS_TASK, priority=self.UPDATE_SHADOWS_PRIORITY)
def __killUpdateShadowsTask(self):
taskMgr.remove(self.UPDATE_SHADOWS_TASK)
def __updateShadowsTask(self, task):
list = self.toonDropShadows + self.ringDropShadows
for entry in list:
object = entry[1]
y = object.getY(render)
if y > self.Y_VIS_MAX:
continue
x = object.getX(render)
z = self.SEA_FLOOR_Z + self.SHADOW_Z_OFFSET
shadow = entry[0]
shadow.setPos(x, y, z)
return Task.cont
def __spawnUpdateEnvironTask(self):
taskMgr.remove(self.UPDATE_ENVIRON_TASK)
taskMgr.add(self.__updateEnvironTask, self.UPDATE_ENVIRON_TASK)
def __killUpdateEnvironTask(self):
taskMgr.remove(self.UPDATE_ENVIRON_TASK)
def __updateEnvironTask(self, task):
t = globalClock.getFrameTime() - self.__timeBase
distance = t * self.TOON_SWIM_VEL
distance %= self.ENVIRON_LENGTH
distance += self.ENVIRON_START_OFFSET
self.environNode.setY(-distance)
return Task.cont
def __spawnUpdateRingsTask(self):
taskMgr.remove(self.UPDATE_RINGS_TASK)
taskMgr.add(self.__updateRingsTask, self.UPDATE_RINGS_TASK)
def __killUpdateRingsTask(self):
taskMgr.remove(self.UPDATE_RINGS_TASK)
def __updateRingsTask(self, task):
t = globalClock.getFrameTime() - self.__ringTimeBase
distance = t * self.TOON_SWIM_VEL
self.ringNode.setY(-distance)
for ringGroup in self.ringGroups:
groupY = ringGroup.getY(render)
if groupY <= self.Y_VIS_MAX and groupY >= self.Y_VIS_MIN:
ringGroup.setT(t)
return Task.cont
def __spawnCollisionDetectionTask(self):
self.__ringGroupsPassed = 0
taskMgr.remove(self.COLLISION_DETECTION_TASK)
taskMgr.add(self.__collisionDetectionTask, self.COLLISION_DETECTION_TASK, priority=self.COLLISION_DETECTION_PRIORITY)
def __killCollisionDetectionTask(self):
taskMgr.remove(self.COLLISION_DETECTION_TASK)
def __makeRingSuccessFadeTrack(self, ring, duration, endScale, ringIndex):
targetScale = Point3(endScale, endScale, endScale)
dFade = 0.5 * duration
dColorChange = duration - dFade
origColor = ring.getColor()
targetColor = Point4(1.0 - origColor[0], 1.0 - origColor[1], 1.0 - origColor[2], 1)
def colorChangeFunc(t, ring = ring, targetColor = targetColor, origColor = origColor):
newColor = targetColor * t + origColor * (1.0 - t)
ring.setColor(newColor)
def fadeFunc(t, ring = ring):
ring.setColorScale(1, 1, 1, 1.0 - t)
fadeAwayTrack = Parallel(Sequence(LerpFunctionInterval(colorChangeFunc, fromData=0.0, toData=1.0, duration=dColorChange), LerpFunctionInterval(fadeFunc, fromData=0.0, toData=1.0, duration=dFade)), LerpScaleInterval(ring, duration, targetScale))
successTrack = Sequence(Wait(self.RING_RESPONSE_DELAY), Parallel(SoundInterval(self.sndTable['gotRing'][ringIndex]), Sequence(Func(ring.wrtReparentTo, render), fadeAwayTrack, Func(self.__removeRingDropShadow, ring), Func(ring.reparentTo, hidden))))
return successTrack
def __makeRingFailureFadeTrack(self, ring, duration, ringIndex):
ts = 0.01
targetScale = Point3(ts, ts, ts)
missedTextNode = self.__genText(TTLocalizer.RingGameMissed)
missedText = hidden.attachNewNode(missedTextNode)
ringColor = RingGameGlobals.ringColors[self.colorIndices[ringIndex]][1]
def addMissedText(ring = ring, ringColor = ringColor, missedText = missedText):
missedText.reparentTo(render)
missedText.setPos(ring.getPos(render) + Point3(0, -1, 0))
missedText.setColor(ringColor)
def removeMissedText(missedText = missedText):
missedText.removeNode()
missedText = None
return
failureTrack = Sequence(Wait(self.RING_RESPONSE_DELAY), Parallel(SoundInterval(self.sndTable['missedRing'][ringIndex]), Sequence(Func(ring.wrtReparentTo, render), Func(addMissedText), LerpScaleInterval(ring, duration, targetScale, blendType='easeIn'), Func(removeMissedText), Func(self.__removeRingDropShadow, ring), Func(ring.reparentTo, hidden))))
return failureTrack
def __makeRingFadeAway(self, ring, success, ringIndex):
if success:
track = self.__makeRingSuccessFadeTrack(ring, 0.5, 2.0, ringIndex)
else:
track = self.__makeRingFailureFadeTrack(ring, 0.5, ringIndex)
self.__ringTracks.append(track)
track.start()
def __collisionDetectionTask(self, task):
nextRingGroupIndex = self.__ringGroupsPassed
nextRingGroup = self.ringGroups[nextRingGroupIndex]
if nextRingGroup.getY(render) < 0:
groupIndex = nextRingGroupIndex
gotRing = 0
ourRing = nextRingGroup.getRing(self.avIdList.index(self.localAvId))
ringPos = ourRing.getPos(render)
localToonPos = base.localAvatar.getPos(render)
distX = localToonPos[0] - ringPos[0]
distZ = localToonPos[2] - ringPos[2]
distSqrd = distX * distX + distZ * distZ
if distSqrd <= self.RING_RADIUS_SQRD:
gotRing = 1
self.__makeRingFadeAway(ourRing, gotRing, self.avIdList.index(self.localAvId))
if gotRing:
self.resultTable[groupIndex] = self.RT_SUCCESS
else:
self.resultTable[groupIndex] = self.RT_FAILURE
self.__updateTallyDisplay(groupIndex)
self.sendUpdate('setToonGotRing', [gotRing])
if self.isSinglePlayer():
self.__processRingGroupResults([gotRing])
self.__ringGroupsPassed += 1
if self.__ringGroupsPassed >= self.__numRingGroups:
self.__killCollisionDetectionTask()
return Task.cont
def __endGameDolater(self, task):
self.gameOver()
return Task.done
def setTimeBase(self, timestamp):
if not self.hasLocalToon:
return
self.__timeBase = globalClockDelta.networkToLocalTime(timestamp)
def setColorIndices(self, a, b, c, d):
if not self.hasLocalToon:
return
self.colorIndices = [a,
b,
c,
d]
def __getSuccessTrack(self, groupIndex):
def makeSuccessTrack(text, holdDuration, fadeDuration = 0.5, perfect = 0, self = self):
successText = hidden.attachNewNode(self.__genText(text))
successText.setScale(0.25)
successText.setColor(1, 1, 0.5, 1)
def fadeFunc(t, text):
text.setColorScale(1, 1, 1, 1.0 - t)
def destroyText(text):
text.removeNode()
text = None
return
track = Sequence(Func(successText.reparentTo, aspect2d), Wait(holdDuration), LerpFunctionInterval(fadeFunc, extraArgs=[successText], fromData=0.0, toData=1.0, duration=fadeDuration, blendType='easeIn'), Func(destroyText, successText))
if perfect:
track = Parallel(track, SoundInterval(self.sndPerfect))
return track
def isPerfect(list, goodValues):
for value in list:
if value not in goodValues:
return 0
return 1
if groupIndex >= self.__numRingGroups - 1:
if not self.isSinglePlayer():
if isPerfect(self.resultTable, [self.RT_GROUPSUCCESS]):
return makeSuccessTrack(TTLocalizer.RingGameGroupPerfect, 1.5, perfect=1)
if isPerfect(self.resultTable, [self.RT_SUCCESS, self.RT_GROUPSUCCESS]):
return makeSuccessTrack(TTLocalizer.RingGamePerfect, 1.5, perfect=1)
return Wait(1.0)
if not self.isSinglePlayer():
if self.resultTable[groupIndex] == self.RT_GROUPSUCCESS:
return makeSuccessTrack(TTLocalizer.RingGameGroupBonus, 0.0, fadeDuration=0.4)
return None
def __processRingGroupResults(self, results):
groupIndex = self.__nextRingGroupResultIndex
ringGroup = self.ringGroups[self.__nextRingGroupResultIndex]
self.__nextRingGroupResultIndex += 1
for i in range(0, self.numPlayers):
if self.avIdList[i] != self.localAvId:
ring = ringGroup.getRing(i)
self.__makeRingFadeAway(ring, results[i], i)
if not self.isSinglePlayer():
if 0 not in results:
self.notify.debug('Everyone got their rings!!')
self.resultTable[groupIndex] = self.RT_GROUPSUCCESS
self.__updateTallyDisplay(groupIndex)
successTrack = self.__getSuccessTrack(groupIndex)
endGameTrack = None
if groupIndex >= self.__numRingGroups - 1:
def endTheGame(self = self):
if not RingGameGlobals.ENDLESS_GAME:
taskMgr.doMethodLater(self.GAME_END_DELAY, self.__endGameDolater, self.END_GAME_WAIT_TASK)
endGameTrack = Func(endTheGame)
if None != successTrack or None != endGameTrack:
track = Sequence()
if None != successTrack:
track.append(Wait(self.RING_RESPONSE_DELAY))
track.append(successTrack)
if None != endGameTrack:
track.append(endGameTrack)
self.__ringTracks.append(track)
track.start()
return
def setRingGroupResults(self, bitfield):
if not self.hasLocalToon:
return
if self.gameFSM.getCurrentState().getName() != 'swim':
return
results = []
mask = 1
for avId in self.avIdList:
results.append(not bitfield & mask)
mask <<= 1
self.__processRingGroupResults(results)